BIS fnc animateFlag: Difference between revisions

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{{RV|type=function


{{Function|= Comments
|game1= arma3
____________________________________________________________________________________________
|version1= 1.68


| arma3dev |= Game name
|gr1= Object Manipulation


|1.67|= Game version
|arg= global
____________________________________________________________________________________________


| Smoothly animates given flag from current position on the flag pole to the given position. The function is global, MP and JIP compatible, persistent and will syncronise flags across the network. When flag animation is done, the scripted event handler "FlagAnimationDone" is called. To add scripted event handler to the flag use: <br><br><tt>_eh <nowiki>=</nowiki> [<yourflag>, "FlagAnimationDone", <yourcode>] call [[BIS_fnc_addScriptedEventHandler]];</tt><br><br>
|eff= global
'''NOTE''': Never put call to this function into object init field |DESCRIPTION=
____________________________________________________________________________________________


| [flag, phase, instant] call [[BIS_fnc_animateFlag]] |SYNTAX=
|descr= Smoothly animates given flag from current position on the flag pole to the given position. When flag animation is done, the scripted event handler "FlagAnimationDone" is called.


|p1= flag: [[Object]] - [[flag]] object of the type "FlagCarrier" |PARAMETER1=
{{Feature | important | '''Never''' place this function into an object's init field.}}
|p2= phase: [[Number]] - desired animation phase 0...1 (0 - bottom of the flag pole, 1 - top of the flag pole) |PARAMETER2=
|p3= instant (Optional):
* [[Boolean]] - when [[true]], animation is instant ("FlagAnimationDone" EH is not called in this case). Default: [[false]]
* [[Number]] - animation duration multiplier |PARAMETER3=


| [[Nothing]] |RETURNVALUE=
|mp= The effect is global, MP compatible and its effect is persistent. |MP info=
____________________________________________________________________________________________


|x1= <code>[flag1, 0] [[call]] [[BIS_fnc_animateFlag]];</code> |=
|s1= [flag, phase, instant] call [[BIS_fnc_animateFlag]]
____________________________________________________________________________________________


|[[flag]], [[flagOwner]], [[setFlagOwner]], [[setFlagSide]], [[setFlagTexture]], [[flagSide]], [[flagTexture]], [[setFlagAnimationPhase]], [[flagAnimationPhase]], [[Flag Textures]] |SEEALSO=
|p1= flag: [[Object]] - [[flag]] object of the type "FlagCarrier"


}}
|p2= phase: [[Number]] - desired animation phase 0...1 (0 - bottom of the flag pole, 1 - top of the flag pole)
 
|p3= instant (Optional, default [[false]]):
* [[Boolean]] - when [[true]], animation is instant ("FlagAnimationDone" EH is not called in this case)
* [[Number]] - animation duration multiplier
 
|r1= [[Nothing]]


<h3 style="display:none">Notes</h3>
|x1= <sqf>[flag1, 0] call BIS_fnc_animateFlag;</sqf>
<dl class="command_description">
<!-- Note Section BEGIN -->


<!-- Note Section END -->
|x2= <sqf>
</dl>
// Adding the "FlagAnimationDone" EH
private _eh = [<yourflag>, "FlagAnimationDone", { /* your code */ }] call BIS_fnc_addScriptedEventHandler;
</sqf>


<h3 style="display:none">Bottom Section</h3>
|seealso= [[flag]] [[flagOwner]] [[setFlagOwner]] [[setFlagSide]] [[setFlagTexture]] [[flagSide]] [[flagTexture]] [[setFlagAnimationPhase]] [[flagAnimationPhase]] [[Arma 3: Flag Textures]]
[[Category:Functions|{{uc:animateFlag}}]]
}}
[[Category:{{Name|arma3}}: Functions|{{uc:animateFlag}}]]


<!-- CONTINUE Notes -->
<dl class="command_description">
<dl class="command_description">
<dd class="notedate">Posted on December 12, 2016 - 20:02 (UTC)</dd>
<dt class="note">[[User:Killzone Kid|Killzone Kid]]</dt>
<dd class="note"><code>// Flag Demo (https://www.youtube.com/watch?v=sJtQfRML0cc)


fnc_addFlagAction =  
{{Note
|user= Killzone_Kid
|timestamp= 20161212200200
|text= Flag Demo (https://www.youtube.com/watch?v=sJtQfRML0cc)
<sqf>
fnc_addFlagAction =
{
{
_this [[addAction]]
_this addAction
[
[
"Pull The Cord",  
"Pull The Cord",
{
{
[[player]] [[playAction]] "PutDown";
player playAction "PutDown";
[[sleep]] 0.5;
sleep 0.5;
[_this [[select]] 0, [[flagAnimationPhase]] (_this [[select]] 0) + 0.2, 0.2] [[call]] [[BIS_fnc_animateFlag]];
[_this select 0, flagAnimationPhase (_this select 0) + 0.2, 0.2] call BIS_fnc_animateFlag;
_this [[select]] 0 [[removeAction]] (_this [[select]] 2);
_this select 0 removeAction (_this select 2);
},  
},
"",  
"",
10,  
10,
[[true]],  
true,
[[true]],  
true,
"",  
"",
"_this [[distance2D]] _target < 2"
"_this distance2D _target < 2"
];
];
};
};


[[private]] _flag = [[createVehicle]] ["Flag_BI_F", [[player]] [[getRelPos]] [10, 0], [], 0, "CAN_COLLIDE"];
private _flag = createVehicle ["Flag_BI_F", player getRelPos [10, 0], [], 0, "CAN_COLLIDE"];
[_flag, 0, [[true]]] [[call]] [[BIS_fnc_animateFlag]];
[_flag, 0, true] call BIS_fnc_animateFlag;
_flag [[call]] fnc_addFlagAction;
_flag call fnc_addFlagAction;


[
[
_flag,  
_flag,
"FlagAnimationDone",  
"FlagAnimationDone",
{
{
[[if]] (_this [[select]] 1 > 0.9) [[exitWith]]
if (_this select 1 > 0.9) exitWith
{
{
[_this [[select]] 0, "FlagAnimationDone"] [[call]] [[BIS_fnc_removeAllScriptedEventHandlers]];
[_this select 0, "FlagAnimationDone"] call BIS_fnc_removeAllScriptedEventHandlers;
[[removeAllActions]] (_this [[select]] 0);
removeAllActions (_this select 0);
};
};
_this [[select]] 0 [[call]] fnc_addFlagAction;
_this select 0 call fnc_addFlagAction;
}
}
]  
]
[[call]] [[BIS_fnc_addScriptedEventHandler]];
call BIS_fnc_addScriptedEventHandler;
</code>
</sqf>
</dd>
}}
</dl>
<!-- DISCONTINUE Notes -->

Latest revision as of 14:02, 1 July 2022

Hover & click on the images for description

Description

Description:
Smoothly animates given flag from current position on the flag pole to the given position. When flag animation is done, the scripted event handler "FlagAnimationDone" is called.
Never place this function into an object's init field.
Execution:
call
Multiplayer:
The effect is global, MP compatible and its effect is persistent.
Groups:
Object Manipulation

Syntax

Syntax:
[flag, phase, instant] call BIS_fnc_animateFlag
Parameters:
flag: Object - flag object of the type "FlagCarrier"
phase: Number - desired animation phase 0...1 (0 - bottom of the flag pole, 1 - top of the flag pole)
instant (Optional, default false):
  • Boolean - when true, animation is instant ("FlagAnimationDone" EH is not called in this case)
  • Number - animation duration multiplier
Return Value:
Nothing

Examples

Example 1:
[flag1, 0] call BIS_fnc_animateFlag;
Example 2:
// Adding the "FlagAnimationDone" EH private _eh = [<yourflag>, "FlagAnimationDone", { /* your code */ }] call BIS_fnc_addScriptedEventHandler;

Additional Information

See also:
flag flagOwner setFlagOwner setFlagSide setFlagTexture flagSide flagTexture setFlagAnimationPhase flagAnimationPhase Arma 3: Flag Textures

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
Killzone_Kid - c
Posted on Dec 12, 2016 - 20:02 (UTC)
Flag Demo (https://www.youtube.com/watch?v=sJtQfRML0cc)
fnc_addFlagAction = { _this addAction [ "Pull The Cord", { player playAction "PutDown"; sleep 0.5; [_this select 0, flagAnimationPhase (_this select 0) + 0.2, 0.2] call BIS_fnc_animateFlag; _this select 0 removeAction (_this select 2); }, "", 10, true, true, "", "_this distance2D _target < 2" ]; }; private _flag = createVehicle ["Flag_BI_F", player getRelPos [10, 0], [], 0, "CAN_COLLIDE"]; [_flag, 0, true] call BIS_fnc_animateFlag; _flag call fnc_addFlagAction; [ _flag, "FlagAnimationDone", { if (_this select 1 > 0.9) exitWith { [_this select 0, "FlagAnimationDone"] call BIS_fnc_removeAllScriptedEventHandlers; removeAllActions (_this select 0); }; _this select 0 call fnc_addFlagAction; } ] call BIS_fnc_addScriptedEventHandler;